Intro
Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence.
Features4 new factions: Interregnum will feature 2 new races each with 2 subfactions like vanilla Sins races...
Superior Gameplay: As a successor mod to the Enhanced 4X Mod, Interregnum will support all the gameplay enhancements found in that mod, including...
Unit and Character List
See this post
Story
Progress
With the third alpha release, the Rebel Alliance has been added, meaning this mod can now be used to relive the Galactic Civil War as well as the current war with the Sins factions. The militia and pirates have also been replaced with Star Wars versions; now the vast majority of material on the game map is clearly from a galaxy far, far away.
No problem, thanks for your help. Here is the new screenshot with the needed details:
Okay Franky, I think I figured out the issue. Were you using one of the "Competitive" versions of the random maps? Seems there was a bug where the asteroid planet used by the competitive maps were indeed being labeled as uncolonizeable for some reason. I have fixed it for the next release, but for the mean time I guess just do not use the competitive maps.
Lots of great images have been added to the Moddb page by Interregnum players lately. Figured I should share some of them here too.
I feel obligated to follow up to correct my earlier feedback. The key is in using a combined arms fleet of Rebel capships, primarily backed by squads of quasar fire carriers. You want a fair amount of Liberties and MC80 carriers, backed with a at least one to two of each of the other classes. Running with only one or two capship classes in bulk does not cut it. Restarting the same game from an earlier save: at end game with all research complete, the AI mostly runs away from my fleet and when it doesn't I can hold my own in mass fleet combat. As far as I can tell the only major difference is in my capship mix and bringing a higher % of my fleet as the carriers.
The overlapping fleet buffs between the different Rebel capships are absolutely critical to success. I get a sense that as Imperials or Sins factions, capship fleet buffs are nice to have, but not critical. Whereas with Rebels, the presence of these buffs and the synergies between them really make or break your combat fleet.I'm not sure about whether or not the Rebel early game might still need to be tweaked a bit, but I now see them as one of the stronger factions at the late game phase. However, as you said Goa, they have a specific playstyle and don't function as well if you depart from it. I have a better understanding of what you were getting at by saying that. The question becomes whether or not the intent was to have the Rebel capship buff synergies be as important as they appear to be. The difference between most buffs and few buffs is on the order of going from barely focusing down a Victory I and Tector before being wiped, to systematically popping Imperial capships one by one while tanking all their outgoing DPS at negligible impact on your fleet.
Actually the Advent faction is rather dependent on ability synergies as well. But yes, a lot of the Rebel frigates require this substantial fleet support to stick out and fight in large fleet battles.
Well, I did not want the Rebels strong tanking power to show up until the late game, and only if they were organized properly. The only real way to do this is either a lot of fleet buffs, since this requires a diverse selection of capitalships that you cannot have until late game, or research (which players a role with higher shield mitigation and regeneration rates).
If I primarily did this by research though, it would benefit all Rebel ships equally, and not encourage any particular tactics. My view is that the Rebels earlier ships should not be very durable by themselves, but can still hold their own if properly supported. So that mainly left capitalships synergies.
Now you can certainly argue that it would be better to trade some of the synergy support for better general purpose units, but again, since this is the first release for the Rebels, I'd say just proving that the concept works is pretty good. The numbers are easy to adjust as needed if the theory works.
One of the most iconic ships in Star Wars, the CR90 Corellian Corvette, recently got a make over thanks to ERock72. The improvements include wonderfully modeled dual turbolaser turrets and the first custom engine effects in the mod. We hope to show more of his work in the future.
I've really really enjoyed this mod for the last 2 weeks. Cant wait to play as the New republic! any news about them?
Not quite yet, other than we have begun working on them. It may be a bit before any news or screenshots are released.
Empire's getting some engine effect makeovers as well, thanks to ERock72. Now an official developer on the mod team.
Nice engines.
Another graphical touch that will start to appear in the next version... hangar shields!
It's looking really good guys.
In addition to the CR90, the Marauder cruiser got an update more appropriate to its role as a long range frigate. ERock replaced the pointed "wings" with four torpedo tubes. The militia will continue using the Marauder model currently in the mod, as they don't have torpedoes.
New let's play by Gul Dukat, previewing some of the new features to be released in 3.1 while having fun playing as the Rebels.
QUestion, the Vasari Loyalist Vorastra Titan, ability The Maw, seems to vacume up anyhting short of a capital ship, im i mistaken or did it uset to be llimited to Frigates and corvettes?, my cruisers seem to get sucked up in it., though its rather chaotic and hard tot ell atm.
Cruisers are frigates as far as Sins coding works. The difference between a frigate and cruiser as far as Sins is concerned is only which HUD option you select.
Cruisers are technically frigates in Sins coding. There is literally zero way for a modder to differentiate between them when it comes to targeting for abilities, sorry.
Sorry to ask such a banal question, but has anyone got a link to a functioning bin conversion tool for the current sins version's entity files? All of the old links I found seem to be either out of date or broken.
All I want to do is make a few edits here and there, both to the core game and to the E4X/interregnum mod.
Speaking of which, how is the mod progressing? Will there be updates soon? It's one of the best mods that I have played for any game; up there with "Homeworld: Complex", and I hope development continues!
I just use a .bin file to automate command prompt calls to convert things. I honestly have no idea what state any of the GUI tools are in if that's what you mean.
We actually have a 3.1 update for Interregnum, mostly of graphics fixes and some balance tweaks/bug fixes, basically ready to go, but we're waiting for something to release it.
I've also begun some of the biggest changes to E4X in a year or two (basically since Interregnum started). I hope to preview some of them here and on the Moddb page shortly.
"I just use a .bin file to automate command prompt calls to convert things."
Woah there! Brief explanation? Or link to a tutorial perhaps? I'm afraid that I am completely illiterate in most of the things that you would likely get up to on computer when modding, so I have no idea what this means.
"We actually have a 3.1 update for Interregnum, mostly of graphics fixes and some balance tweaks/bug fixes, basically ready to go, but we're waiting for something to release it."
Excellent! One of the graphical bugs I noticed is the texture on some of the volcanic planets: The texture on the mid section of the planet looks as though the texture was...rotated, if that makes sense. The only other thing I notice so far is the unfinished texture job on the Bellator star destroyer.
Gameplay-wise, I think one of admiral Thrawn's abilities is malfunctioning. It thinks it's called "Expertly done", or something like that. Basically, it can't be autocast, and is kind of an ineffective ability with such a short range, and to not be permanently active. Perhaps, it was intended to be a passive ability? Also, I'm not entirely sure if higher levels of the "deploy gunboats" ability in Imperial I star destroyers, or the "deploy defenders" ability on the bellator actually scrambles more fighters with higher levels. But I could be mistaken.
"I've also begun some of the biggest changes to E4X in a year or two (basically since Interregnum started). I hope to preview some of them here and on the Moddb page shortly."
Also great news. Are the planned changes to your mod going to always be implemented to some degree in interregnum? Star Wars conversion mods like this are all well and good, but for me it was the gameplay changes that your base E4X mod made that sets it apart as such a great mod, and I hope they continue to synergise their changes.
Anyway, good luck with the project.
goa probably means that he uses a batch file to convert between text & bin modes
harpo, the ghost NON-subscriber
Uh, yes I did. .bat, .bin, late at night it is very easy to confuse.
About three minutes in.
Really I should have used the word improvements rather than fixes. But yes, I've noticed that as well. However, if its the planet I think you're talking about, I believe that is actually a Vanilla Sins planet texture. I feel like over the years I've seen it on other planets as well that I know are fine though. Did you happen to be in windowed mode or the Dev.exe? I've suspected it might be a resolution related issue.
I have access to a better Bellator but it was not designed for the Sins Engine, and it is pretty huge file size wise in its current form. Eventually we hope to get around to optimizing it for Sins but right now the New Repbulic, not the Empire, is the main priority. So its on the backburner I suppose.
The model is by the same guy who made this gorgious Gladiator, Jeroenimo, that will be in the next update though.
"Artistically Done" (Thrawn's last words if you didn't get the reference)?I'll double check the autocast. It did use to be an ultimate ability, so it might very well be screwed up. It was never a passive.
Starfighter spawning abilities don't always produce more squads as they level up, but the abilities themselves will get a lower cooldown or antimatter cost.
Interregnum is literally built on top of E4X (well, as literally as anything with code is). It has access to everything in E4X and is governed by the same rules, and in fact Interregnum will not work without E4X. So yes, anything that gets added to E4X will be in Interregnum, unless for some reason it wouldn't make sense in a Star Wars context in which case I usually replace it with something else.
Basically, E4X is my version of how Sins of a Solar Empire should be. For the most part any changes that are not Star Wars gets made in there. Core gameplay changes, generic planet/galaxy related stuff and lots of other things all get put in E4X. Interregnum then adds Star Wars stuff that is made to the same standards that E4X defined.
TL;DR: Don't worry about them not being in sync with each other, they always will be.
The graphical improvements look very impressive. When will the 3.1 version be released approximately?
And I checked that volcanic texture; it's definitely not in vanilla Rebellion, so it's likely a texture brought in by your mod. It occurred both in windowed mode and with different resolutions.
There will probably be an update of some sort in December. Unless we get a Sins patch that needs it sooner.
Edit: Could you post a screenshot of the planet? Just want to be sure I am thinking of the right one.
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